More Mod Editor Problems

For when things break.

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tiberian_rebel
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More Mod Editor Problems

Post by tiberian_rebel »

I have been attempting to make a level in the mod editor. However, I have gotten a "this application has generated an exception and will be closed" at least 6 times while doing several different things, such as opening the Animation Editor, or going into soldier camera mode.
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu
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sushi
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Post by sushi »

ok I have to admit that I never fooled around with that tool, so I surely don't know anything about it. But I assume you will have to tell us a little about your system, the applications you were running along with the editor and such. :roll:
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Ash2Dust
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Post by Ash2Dust »

The mod community mentioned that EA/Dice released a new version about a month back? Also, I've heard references to peer mod forums that field all range of questions.
DaGrooved1
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Post by DaGrooved1 »

You could try the official forums:

http://bfeditor.org/forums/
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tiberian_rebel
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Post by tiberian_rebel »

Thanks. While I'm at it, do you think 5 APCs is an equal match to 3-4 tanks?
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu
Ash2Dust
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Post by Ash2Dust »

Depends if the APC are coordinated and if they can take cover while recharging their rocket.
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Post by Thur »

Different types of equipment can be balanced if done properly. I like the idea of pitting Tanks and APCs. Playtesting will be important, you will have to place the time and location of the spawns properly to get a good balance.
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tiberian_rebel
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Post by tiberian_rebel »

Ash2Dust wrote:Depends if the APC are coordinated and if they can take cover while recharging their rocket.
My map is the crossing of the Yangze River by US forces, so the APCs probably won't have to much cover. The US starts out with a good deal of APCs and RIBS to cross the river (which I might add is huge) along with some air support(mainly transport choppers), while the Chinese have mainly tanks, AAVs, and lots of defensive positions. A lot of the fighting should take place on the small islands spread throughtout the river. That's how it should work in theory, but it is still far from being done. Got the rest of the summer though. :D
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu
Winter_Lion
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Post by Winter_Lion »

When it is ready for testing, let us know bro. Sounds like a good map for sure!

Winter :D
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tiberian_rebel
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Post by tiberian_rebel »

That may be a very long time as it is my first map, and I (stupidly) made it 1024 size.
But as soon as I get some more work done I'll say something.
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu
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Post by Guest »

I would stay away from generating lightmaps for that one.

8O
DaGrooved1
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Post by DaGrooved1 »

My mountain pass map was 1024 on a 2x scale, it only took me around 20 minutes to generate not-quite-final quality light maps.
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tiberian_rebel
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Post by tiberian_rebel »

To be honest I don't even know what a lightmap is, much less how to make one. So aside from that I need to know two things: 1. lightmaps, and 2. how to make realistic water.
I have some pictures:
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I wish I could give you guys a bigger picture, but it disappears after a certain point.
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu
Charger
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Post by Charger »

You ever see the Yangze River? I'd say what you got IS VERY realistic already.
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tiberian_rebel
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Post by tiberian_rebel »

Thanks. I've had a bit of a problem though. I tried to run it in BF2, and it crashed to desktop. I think I may have messed up the physics a bit, due to this recurring message in the code lines saying:
[Physics] : Name: flagpole (and every other object): Collision mesh warning: Pivot should be more than 1/10 inside the bounding box to have good behaviour, part: 0, Col0, Geom0, min: -0.372305/0.0103994/-0.420541, max: 0.374451/6.02824/0.419783
Can someone help me with this?
"It is only one who is thoroughly acquainted with the evils of war that can thoroughly understand the profitable way of carrying it on." -Sun Tzu
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